gstreamer/sys/d3d11/plugin.c
Seungha Yang 0f7af4b143 d3d11: Move core methods to gst-libs
Move d3d11 device, memory, buffer pool and minimal method
to gst-libs so that other plugins can access d3d11 resource.
Since Direct3D is primary graphics API on Windows, we need
this infrastructure for various plugins can share GPU resource
without downloading GPU memory.
Note that this implementation is public only for -bad scope
for now.

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/464>
2021-01-13 15:01:20 +00:00

214 lines
7 KiB
C

/* GStreamer
* Copyright (C) 2019 Seungha Yang <seungha.yang@navercorp.com>
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
* Boston, MA 02110-1301, USA.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include <gst/gst.h>
#include <gst/d3d11/gstd3d11.h>
#include "gstd3d11videosink.h"
#include "gstd3d11upload.h"
#include "gstd3d11download.h"
#include "gstd3d11colorconvert.h"
#include "gstd3d11videosinkbin.h"
#include "gstd3d11shader.h"
#include "gstd3d11compositor.h"
#include "gstd3d11compositorbin.h"
#ifdef HAVE_DXVA_H
#include "gstd3d11h264dec.h"
#include "gstd3d11h265dec.h"
#include "gstd3d11vp9dec.h"
#include "gstd3d11vp8dec.h"
#endif
#ifdef HAVE_DXGI_DESKTOP_DUP
#include "gstd3d11desktopdupsrc.h"
#endif
GST_DEBUG_CATEGORY (gst_d3d11_debug);
GST_DEBUG_CATEGORY (gst_d3d11_shader_debug);
GST_DEBUG_CATEGORY (gst_d3d11_colorconverter_debug);
GST_DEBUG_CATEGORY (gst_d3d11_plugin_utils_debug);
GST_DEBUG_CATEGORY (gst_d3d11_format_debug);
GST_DEBUG_CATEGORY (gst_d3d11_device_debug);
GST_DEBUG_CATEGORY (gst_d3d11_overlay_compositor_debug);
GST_DEBUG_CATEGORY (gst_d3d11_window_debug);
GST_DEBUG_CATEGORY (gst_d3d11_video_processor_debug);
GST_DEBUG_CATEGORY (gst_d3d11_compositor_debug);
#ifdef HAVE_DXVA_H
GST_DEBUG_CATEGORY (gst_d3d11_h264_dec_debug);
GST_DEBUG_CATEGORY (gst_d3d11_h265_dec_debug);
GST_DEBUG_CATEGORY (gst_d3d11_vp9_dec_debug);
GST_DEBUG_CATEGORY (gst_d3d11_vp8_dec_debug);
#endif
#ifdef HAVE_DXGI_DESKTOP_DUP
GST_DEBUG_CATEGORY (gst_d3d11_desktop_dup_debug);
#endif
#define GST_CAT_DEFAULT gst_d3d11_debug
static gboolean
plugin_init (GstPlugin * plugin)
{
GstD3D11Device *device = NULL;
GstRank video_sink_rank = GST_RANK_NONE;
/**
* plugin-d3d11:
*
* Since: 1.18
*/
GST_DEBUG_CATEGORY_INIT (gst_d3d11_debug, "d3d11", 0, "direct3d 11 plugin");
GST_DEBUG_CATEGORY_INIT (gst_d3d11_shader_debug,
"d3d11shader", 0, "d3d11shader");
GST_DEBUG_CATEGORY_INIT (gst_d3d11_colorconverter_debug,
"d3d11colorconverter", 0, "d3d11colorconverter");
GST_DEBUG_CATEGORY_INIT (gst_d3d11_plugin_utils_debug,
"d3d11pluginutils", 0, "d3d11 plugin utility functions");
GST_DEBUG_CATEGORY_INIT (gst_d3d11_overlay_compositor_debug,
"d3d11overlaycompositor", 0, "d3d11overlaycompositor");
GST_DEBUG_CATEGORY_INIT (gst_d3d11_window_debug,
"d3d11window", 0, "d3d11window");
GST_DEBUG_CATEGORY_INIT (gst_d3d11_video_processor_debug,
"d3d11videoprocessor", 0, "d3d11videoprocessor");
GST_DEBUG_CATEGORY_INIT (gst_d3d11_compositor_debug,
"d3d11compositor", 0, "d3d11compositor element");
if (!gst_d3d11_shader_init ()) {
GST_WARNING ("Cannot initialize d3d11 shader");
return TRUE;
}
gst_element_register (plugin,
"d3d11upload", GST_RANK_NONE, GST_TYPE_D3D11_UPLOAD);
gst_element_register (plugin,
"d3d11download", GST_RANK_NONE, GST_TYPE_D3D11_DOWNLOAD);
gst_element_register (plugin,
"d3d11convert", GST_RANK_NONE, GST_TYPE_D3D11_CONVERT);
gst_element_register (plugin,
"d3d11colorconvert", GST_RANK_NONE, GST_TYPE_D3D11_COLOR_CONVERT);
gst_element_register (plugin,
"d3d11scale", GST_RANK_NONE, GST_TYPE_D3D11_SCALE);
gst_element_register (plugin,
"d3d11videosinkelement", GST_RANK_NONE, GST_TYPE_D3D11_VIDEO_SINK);
device = gst_d3d11_device_new (0, D3D11_CREATE_DEVICE_BGRA_SUPPORT);
/* FIXME: Our shader code is not compatible with D3D_FEATURE_LEVEL_9_3
* or lower. So HLSL compiler cannot understand our shader code and
* therefore d3d11colorconverter cannot be configured.
*
* Known D3D_FEATURE_LEVEL_9_3 driver is
* "VirtualBox Graphics Adapter (WDDM)"
* ... and there might be some more old physical devices which don't support
* D3D_FEATURE_LEVEL_10_0.
*/
if (device) {
D3D_FEATURE_LEVEL feature_level = D3D_FEATURE_LEVEL_10_0;
ID3D11Device *device_handle = gst_d3d11_device_get_device_handle (device);
feature_level = ID3D11Device_GetFeatureLevel (device_handle);
if (feature_level >= D3D_FEATURE_LEVEL_10_0)
video_sink_rank = GST_RANK_PRIMARY;
}
gst_element_register (plugin,
"d3d11videosink", video_sink_rank, GST_TYPE_D3D11_VIDEO_SINK_BIN);
gst_element_register (plugin,
"d3d11compositorelement", GST_RANK_NONE, GST_TYPE_D3D11_COMPOSITOR);
gst_element_register (plugin,
"d3d11compositor", GST_RANK_SECONDARY, GST_TYPE_D3D11_COMPOSITOR_BIN);
#ifdef HAVE_DXVA_H
/* DXVA2 API is availble since Windows 8 */
if (gst_d3d11_is_windows_8_or_greater ()) {
gint i = 0;
GST_DEBUG_CATEGORY_INIT (gst_d3d11_h264_dec_debug,
"d3d11h264dec", 0, "Direct3D11 H.264 Video Decoder");
GST_DEBUG_CATEGORY_INIT (gst_d3d11_vp9_dec_debug,
"d3d11vp9dec", 0, "Direct3D11 VP9 Video Decoder");
GST_DEBUG_CATEGORY_INIT (gst_d3d11_h265_dec_debug,
"d3d11h265dec", 0, "Direct3D11 H.265 Video Decoder");
GST_DEBUG_CATEGORY_INIT (gst_d3d11_vp8_dec_debug,
"d3d11vp8dec", 0, "Direct3D11 VP8 Decoder");
do {
GstD3D11Decoder *decoder = NULL;
gboolean legacy;
gboolean hardware;
if (!device)
device = gst_d3d11_device_new (i, D3D11_CREATE_DEVICE_BGRA_SUPPORT);
if (!device)
break;
g_object_get (device, "hardware", &hardware, NULL);
if (!hardware)
goto clear;
decoder = gst_d3d11_decoder_new (device);
if (!decoder)
goto clear;
legacy = gst_d3d11_decoder_util_is_legacy_device (device);
gst_d3d11_h264_dec_register (plugin,
device, decoder, GST_RANK_SECONDARY, legacy);
if (!legacy) {
gst_d3d11_h265_dec_register (plugin, device, decoder,
GST_RANK_SECONDARY);
gst_d3d11_vp9_dec_register (plugin, device, decoder,
GST_RANK_SECONDARY);
gst_d3d11_vp8_dec_register (plugin, device, decoder,
GST_RANK_SECONDARY);
}
clear:
gst_clear_object (&device);
gst_clear_object (&decoder);
i++;
} while (1);
}
#endif
#ifdef HAVE_DXGI_DESKTOP_DUP
if (gst_d3d11_is_windows_8_or_greater ()) {
GST_DEBUG_CATEGORY_INIT (gst_d3d11_desktop_dup_debug,
"d3d11desktopdupsrc", 0, "d3d11desktopdupsrc");
gst_element_register (plugin,
"d3d11desktopdupsrc", GST_RANK_NONE, GST_TYPE_D3D11_DESKTOP_DUP_SRC);
}
#endif
gst_clear_object (&device);
return TRUE;
}
GST_PLUGIN_DEFINE (GST_VERSION_MAJOR,
GST_VERSION_MINOR,
d3d11,
"Direct3D11 plugin",
plugin_init, VERSION, "LGPL", GST_PACKAGE_NAME, GST_PACKAGE_ORIGIN)